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Rename unused items #424
Rename unused items #424
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I'm still not sold on the value of renaming All item constants are derived from their text name, except for the 2 items with the placeholder name of "?????", so for these two there is no objectively "right" name -- it's up to us. And I like Surfboard. If we conceptualize the item as a physical object that the player could reasonably obtain and hold in their pack, surfboard makes sense. What would it mean to hold a "surf item" in your bag? Functionally, the relationship between the surf move and the surf item is exactly the same as the relationship between the dig move and the escape rope item, with the only difference being that escape rope is a properly legitimate item with a real name and obtainable in-game. I just don't think the name of the item needs to be "abstracted" to the point of not referring to a real object. Getting less important and more subjective, I think it's nice that the surfboard comes immediately after the bicycle in the items list. The two form a pair of the two objects in the game that enable the player to enhance their movement around the overworld. I think bicycle/surfboard are a better yin/yang than bicycle/surf item. Overall, it's not the biggest deal either way, but I don't really want to make the change if I'm not truly compelled. |
; [wWhichPokemon] = index of item within inventory | ||
; [wItemQuantity] = quantity to toss | ||
; OUTPUT: | ||
; clears carry flag if the item is tossed, sets carry flag if not |
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Why delete these descriptions? Explaining input and output is nice actually.
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These comments are misplaced since they refer to UseItem_
, TossItem_
, and IsKeyItem_
, respectively. See also #302.
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Comments which describe the input/output of a routine are not at all the type of redundant comments referred to by #302.
That being said, these description comments are also already repeated on TossItem_
, IsKeyItem_
, so removing them from here could be fine, but the description on UseItem
is not repeated on UseItem_
.
That being said, it's kind of nice for the description to be on the entrypoint in home/ rather than the implementation in engine/, since the entrypoints are kind of like the "api" of home; convenient to access and convenient to read.
I really like the way this approach is used in poketcg for example:
https://github.com/pret/poketcg/blob/43b7b92/src/home/coin_toss.asm#L1-L13
The comments are not "misplaced" as you say; they are absolutely true in reference to the routines where they are placed.
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Comments which describe the input/output of a routine are not at all the type of redundant comments referred to by #302.
Do current pokegold and pokecrystal feature similar comments? If not, should they? It'd be nice to have a standardized approach across the different projects...
That being said, these description comments are also already repeated on
TossItem_
,IsKeyItem_
, so removing them from here could be fine, but the description onUseItem
is not repeated onUseItem_
.That being said, it's kind of nice for the description to be on the entrypoint in home/ rather than the implementation in engine/, since the entrypoints are kind of like the "api" of home; convenient to access and convenient to read.
Would you like to add the comment in UseItem_
or to restore the deleted comments and remove the duplicates from the implementation routines?
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I could be persuaded both ways. I see pros and cons to both.
Taking the coin toss example from poketcg, the implementation routine has no description comment on top, which makes sense to me since the code more so speaks for itself:
https://github.com/pret/poketcg/blob/43b7b92/src/engine/duel/core.asm#L7817
Although maybe it would be better if the implementation routine at least had a tl;dr description or something, I dunno.
I'm also not super concerned with standardizing, given that many different people work on the different disassemblies, and the games themselves are structured differently enough that it may be best to consider many things on an individual level. Of course, consistency and uniformity when it's easy is good.
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If the code is simple or speaks for itself; then it doens't really need a comment imo.
I prefer routine input/output/description comments to go near the routine doing the majority of the "work". Especially if home is only being used as a way to jump far. If the home jump moves registers around, then it could have an additional small comment stating so, but most of the time this should be painfully obvious and simple to read.
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It looks like there is conflicting feedback about this. What should I do?
We actually know the item's true name, but I believe we can't use it here. It's definitely not a surfboard though. |
Going off of only the rom, what we have, objectively, is an item named "?????" which when used allows the player to surf on water without the help of a pokemon. What does this sound like? Sounds like a surfboard to me. |
This patch feels like a mixed bag of changes for change's sake, which I've never been too keen on. Some of the changes are good, but most seem unnecessary. |
; [wWhichPokemon] = index of item within inventory | ||
; [wItemQuantity] = quantity to toss | ||
; OUTPUT: | ||
; clears carry flag if the item is tossed, sets carry flag if not |
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If the code is simple or speaks for itself; then it doens't really need a comment imo.
I prefer routine input/output/description comments to go near the routine doing the majority of the "work". Especially if home is only being used as a way to jump far. If the home jump moves registers around, then it could have an additional small comment stating so, but most of the time this should be painfully obvious and simple to read.
I would actually take the opposite tack of this PR: leave (It's mainly the |
I'm on board with that. |
|
I mean.. i'm fine with it.. but its redundant with the |
Sure, |
This PR also fixes some typos and inconsistencies, and cleans up a few comments.